NODorGDI5
05-01-2007, 12:42 AM
Mod status: Currently on hold until I'm able to overcome my supreme laziness and lack of attention span-ness. :looklive:
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~Introduction~
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Ok, I guess this is as good a time as any... This will be the main thread in which I discuss the majority of things related to my humble modding efforts of Tiberium Sun: Firestorm...
Please note: I will be editing this first post to add different 'projects' and 'news' about them. I like to mod, so that's what I do.. Oh, and by the way, Westwood did a wonderful job with the game, it's just I can stand to see something I haven't modded yet...
Game Version Being Edited: v2.03
(This is Tiberium Sun, with the Firestorm
expansion install. Along with the latest
official game patch.)
--------------------------------------------------------
~General Info~
--------------------------------------------------------
The following things are what I consider, when making or modifying various elements of the game.
Thoughts on armor types.
The armor types are used to designate objects (units and structures) as having a type of armor
"none": Used exclusively for infantry. Infantry that have very little protection should get this armor. (Clothing, helmet, etc..)
"Wood": Most buildings get this armor. This represents a building with a mostly wooden structure, or one that can catch on fire. This type of structure is also made of moderately weak materials (opposed to all steel and/or concrete).
"Light": This is used for units like infantry, vehicles, and aircraft. I almost never use "Light" armor for any kind of structure. I consider light armor to be anything between, 1/16th of an inch of steel (or other metal) armor, to 1/4th of an inch thick. When thinking of this, imagine someone shooting up your car or truck with an AK47. (Not a pretty sight is it?)
"Heavy": What I consider to be heavy armor is something between 1/4th of an inch and 1 1/2 inch of metal plate armor. An example of something that has this armor type would be the GDI disruptor tank (also know as a sonic tank to some). This armor type is used on some building types. A building I might give this armor to, would be a Nod laser turret.
"Concrete": The name says it all. This armor type is for things like concrete walls and component towers. Things with this armor generally have a 1/2 a foot to 3 foot think concrete barrier, wall, or some type of concrete armor.
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~Modding 'Projects'~
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Project 001: As realistic-as-I-can-think-of weapon and sight ranges, and acceptably realistic warhead effects on the different armor types. :wtf:
This is what I will consider when adjusting weapon ranges:
The range compared to the size of the units and building.
The effective range of the weapon. (Not the maximum possible range.) (The accuracy of the weapon (when used by a soldier with no field experience in fighting) will affect the effective range of the weapon)
The sight range of the unit or building. (The angle of view will affect this, except in the case of artillery and other similar weapon systems.)This is what I will consider when adjusting sight ranges:
The available sight enhancing technology that may, or may not, come with a weapon. For instance: the scope on a sniper rifle. Without a scope, the weapon is far less effective.
The speed at which a unit is moving. (This factor applies only to aircraft. So the slower moving orca bomber, would have a greater sight range than the fast moving orca fighter.)
I will also consider the placement of the pilot and weather or not the vehicle has advanced sensors.This is what I will consider when adjusting the "verses=" values:
I will consider what things have what type of armor.
I will also consider the before stated armor type information in the "General Info" section of this post.
Project 002: 'Realistic' Flamethrower graphics.
http://i178.photobucket.com/albums/w241/chronocommander/flame2.jpg
http://i178.photobucket.com/albums/w241/chronocommander/flame1.jpg
The Image speaks for itself. Anyway... Here's how it works:
This is based on a liquid-fuel flamethrower. And no, It's not a continues (sp?) stream weapon. It fires in bursts. Technically, It fires three bursts each time it fires. Between the groups of three bursts is a waiting period. (To conserve fuel, and to let the weapon cool.) If your wondering about the range, don't worry. The range (and sight range) all the weapons are scaled up, to look realistic next to the size of the infantry and units. However, due to the fact that there are so many things to consider in the game, I'm still in the process of scaling weapons.
---------------------------------------------------------
~Random Stuff~
---------------------------------------------------------
Is anyone going to say something?.. This thread is still active you know......
--------------------------------------------------------
~Introduction~
--------------------------------------------------------
Ok, I guess this is as good a time as any... This will be the main thread in which I discuss the majority of things related to my humble modding efforts of Tiberium Sun: Firestorm...
Please note: I will be editing this first post to add different 'projects' and 'news' about them. I like to mod, so that's what I do.. Oh, and by the way, Westwood did a wonderful job with the game, it's just I can stand to see something I haven't modded yet...
Game Version Being Edited: v2.03
(This is Tiberium Sun, with the Firestorm
expansion install. Along with the latest
official game patch.)
--------------------------------------------------------
~General Info~
--------------------------------------------------------
The following things are what I consider, when making or modifying various elements of the game.
Thoughts on armor types.
The armor types are used to designate objects (units and structures) as having a type of armor
"none": Used exclusively for infantry. Infantry that have very little protection should get this armor. (Clothing, helmet, etc..)
"Wood": Most buildings get this armor. This represents a building with a mostly wooden structure, or one that can catch on fire. This type of structure is also made of moderately weak materials (opposed to all steel and/or concrete).
"Light": This is used for units like infantry, vehicles, and aircraft. I almost never use "Light" armor for any kind of structure. I consider light armor to be anything between, 1/16th of an inch of steel (or other metal) armor, to 1/4th of an inch thick. When thinking of this, imagine someone shooting up your car or truck with an AK47. (Not a pretty sight is it?)
"Heavy": What I consider to be heavy armor is something between 1/4th of an inch and 1 1/2 inch of metal plate armor. An example of something that has this armor type would be the GDI disruptor tank (also know as a sonic tank to some). This armor type is used on some building types. A building I might give this armor to, would be a Nod laser turret.
"Concrete": The name says it all. This armor type is for things like concrete walls and component towers. Things with this armor generally have a 1/2 a foot to 3 foot think concrete barrier, wall, or some type of concrete armor.
--------------------------------------------------------
~Modding 'Projects'~
--------------------------------------------------------
Project 001: As realistic-as-I-can-think-of weapon and sight ranges, and acceptably realistic warhead effects on the different armor types. :wtf:
This is what I will consider when adjusting weapon ranges:
The range compared to the size of the units and building.
The effective range of the weapon. (Not the maximum possible range.) (The accuracy of the weapon (when used by a soldier with no field experience in fighting) will affect the effective range of the weapon)
The sight range of the unit or building. (The angle of view will affect this, except in the case of artillery and other similar weapon systems.)This is what I will consider when adjusting sight ranges:
The available sight enhancing technology that may, or may not, come with a weapon. For instance: the scope on a sniper rifle. Without a scope, the weapon is far less effective.
The speed at which a unit is moving. (This factor applies only to aircraft. So the slower moving orca bomber, would have a greater sight range than the fast moving orca fighter.)
I will also consider the placement of the pilot and weather or not the vehicle has advanced sensors.This is what I will consider when adjusting the "verses=" values:
I will consider what things have what type of armor.
I will also consider the before stated armor type information in the "General Info" section of this post.
Project 002: 'Realistic' Flamethrower graphics.
http://i178.photobucket.com/albums/w241/chronocommander/flame2.jpg
http://i178.photobucket.com/albums/w241/chronocommander/flame1.jpg
The Image speaks for itself. Anyway... Here's how it works:
This is based on a liquid-fuel flamethrower. And no, It's not a continues (sp?) stream weapon. It fires in bursts. Technically, It fires three bursts each time it fires. Between the groups of three bursts is a waiting period. (To conserve fuel, and to let the weapon cool.) If your wondering about the range, don't worry. The range (and sight range) all the weapons are scaled up, to look realistic next to the size of the infantry and units. However, due to the fact that there are so many things to consider in the game, I'm still in the process of scaling weapons.
---------------------------------------------------------
~Random Stuff~
---------------------------------------------------------
Is anyone going to say something?.. This thread is still active you know......